As I mentioned previously, I really wanted to change the dialogue behaviors and make them livelier, I love how games like red dead 2 or cyberpunk have scenes that aren't camera cutscenes but feel very much livelier because you see the characters move and express what they say with more gestures, walking and expressions
I managed to restructure the whole dialogue behaviors to make them less random in the behaviors. and actually show what animation you want to play instead of only having a small probability.
Studying the dialogue behaviors, The game actually has a lot of resources for this, but we do not see nor use them because of the way the dialogue behavior tree is structured, there are more or less possibilities for angry, 7 for introductions and 18 for neutral but there are a few of those that are just blank animations or duplicates and the behavior state machine decides to use them at random,
so while dialogue resources are abundant, the execution is poor because of the randomizer
I can understand why bethesda did this, and we only see how flawed that is now because we now have DAR, meaning no need for forced scripting behaviors and we can all do this seamlessly and PER individual without worrying about script lag or having to make a script and learning papyrus
My plan is to try and make the framework as straightforward as possible and as easy.
the reason why no one has ever touched this before is because animators can make the best animations and as many as they want, the problem is, it will only have a low probability so it won't even appear much of the time, though with this framework whatever the animators make and want to show, they get
each animation file will be simple, 1 for each expression, they can use DAR to replace add those new animations, and they're good, DAR will be so useful for this because you can add your dialogue anim pack per character.
I do hope once this is fully functional without issues, when it publicly releases, quest mod authors, follower authors, can use this framework, since it will be way easier than scripting events to be forced when certain dialogue appears, these methods are way simpler and this will definitely make scenes
And lastly, this does not just happen when in dialogue but every time each npc goes into conversation with another NPC, so yeah, we're once step closer to more cinematic cutscenes
as for my other mods, my focus right now apart from this dialogue mod, is fixing inquisitor and telegraphed creatures
telegraphed creatures mod and nemesis are incompatible, but that does not mean you can't use both, all you have to do is disable creatures before patching in nemesis and enable again, it's weird but nemesis patching makes changes to Telegraphed creatures so it fucks up some behaviors like wolves so it's best if this is disabled before a nemesis patch
as for inquisitor, i have been reading the problems, and yeah, Trying to find a fix with a few of these things, most of them don't really make sense which is why It takes a while unlike a few of my other stuff, Creation engine animgraph is very inconsistent mostly because of how each event was coded, a lot of trial and error for this so it really does take longer than the rest of my projects
anyways this is it for now, hope this news was exciting for you guys! Happy mondays!
Phil90
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